This is a redesign of an old tf2 map called pl_canyon. It has been redone from the ground up to begin balancing it for 24-32 player servers and accommodate all the new weapons since the release of the old version of the map. BLU's objective is to deliver the payload to RED's HQ on the other side of the ravine and blow up RED's rocket before it launches. There are a total of five control points,...

Get ready for a showdown in the Old West! This is a payload race map that will have players dodging through an abandoned town to see who can get their cart to the bank first! Made by one of our up-and-coming crewmembers.

ATTENTION: This map has been redesigned for 24-32 player servers and updated to accommodate the new weapons released since this older version. The new version is entitled pl_rocketravine, so it's suggested that you download that instead!
This is a large 4-point Payload map set a long winding canyon. The payload makes its way from Blu base at the high end of the canyon down to the first point...

Scoring:
- once the Warehouse and Labs are captured,
the final point (inside the base) unlocks.
- enemy teams re-spawn 5 seconds faster
once their Lab has been captured.
Features:
- flying UFOs to shoot from
- bases are two story hallow skulls
- sniper towers with elevators
- working security cameras
- players can hide in trees
- build areas in spawns
Notes:
- UFO availability indicated by li...

An alpine themed Payload map with rollforward, rollback, and dynamic gate elements. BLU must assault RED's base to uncover their hidden explosive stockpile and disable it.
CP 1 and 2 both have gates that BLU must destroy when they cap the point in order to proceed.

Snow themed, two point, attack/defend map (like cp_gorge) - with a hint of the construction pack.
This is a penny arcade community map over 2 years in the making that was started around the same time as the artpass project competition.
We hope you enjoy it as much as we enjoyed making it. Be sure to look check out everyone

Arena_SCORCHED (Final Edition)
By Eoin 'Yokai' O'Neill (2012)
There are 3 versions of Scorched. One Arena, One KOTH and One CTF version of the map. Please make notice that screenshots are not representative of one specific version but ALL versions, and there's some variations between each level. Please download the other versions as well. ^^

CTF_SCORCHED (Final Edition)
By Eoin 'Yokai' O'Neill (2012)
There are 3 versions of Scorched. One Arena, One KOTH and One CTF version of the map. Please make notice that screenshots are not representative of one specific version but ALL versions, and there's some variations between each level. Please download the other versions as well. ^^

CTF_SCORCHED (Final Edition)
By Eoin 'Yokai' O'Neill (2012)
There are 3 versions of Scorched. One Arena, One KOTH and One CTF version of the map. Please make notice that screenshots are not representative of one specific version but ALL versions, and there's some variations between each level. Please download the other versions as well. ^^

It is a symmetrical ctf map. Its strong points are:
-You don't need to cross spawns to get to the flag
-1 Sentry cannot protect the entire base, just the flag room
-Varying Heights for combat
-Mixed spaces CQC, Medium range and long ranges.

The gamemode is king of the hill for tf2. The map is small so max players should be around 0-24.
A tf2 map with zelda wind waker textures. hope you enjoy it.
Special thanks
Valve
making tf2
Nintend
making zelda windwaker

Scout/Spy friendly KotH: Spy - large amount of escape routes and a few darker spots to hide. Scout - accessible roofs all over the map, allowing ninja-like gameplay.
Theme featuring some more of the Japanese architecture.
This map was previously an entry in a speedmapping contest(total time 40.6h)